Files
bitburner-src/src/Bladeburner/City.ts

101 lines
3.8 KiB
TypeScript

import { CityName } from "@enums";
import { BladeburnerConstants } from "./data/Constants";
import { getRandomIntInclusive } from "../utils/helpers/getRandomIntInclusive";
import { Generic_fromJSON, Generic_toJSON, IReviverValue, constructorsForReviver } from "../utils/JSONReviver";
import { addOffset } from "../utils/helpers/addOffset";
import { clampInteger, clampNumber } from "../utils/helpers/clampNumber";
export class City {
name: CityName;
pop = 0; // Population
popEst = 0; // Population estimate
comms = 0; // Number of communities
chaos = 0;
constructor(name = CityName.Sector12) {
this.name = name;
// Synthoid population and estimate
this.pop = getRandomIntInclusive(
BladeburnerConstants.PopulationThreshold,
1.5 * BladeburnerConstants.PopulationThreshold,
);
this.popEst = this.pop * (Math.random() + 0.5);
// Number of Synthoid communities population and estimate
this.comms = getRandomIntInclusive(5, 150);
this.chaos = 0;
}
/** @param {number} p - the percentage change, not the multiplier. e.g. pass in p = 5 for 5% */
changeChaosByPercentage(p: number): void {
this.chaos = clampNumber(this.chaos * (1 + p / 100), 0);
}
improvePopulationEstimateByCount(n: number): void {
n = clampInteger(n, 0);
const diff = Math.abs(this.popEst - this.pop);
// Change would overshoot actual population -> make estimate accurate
if (diff <= n) this.popEst = this.pop;
// Otherwise make estimate closer by n
else if (this.popEst < this.pop) this.popEst += n;
else this.popEst -= n;
}
/** @param {number} p - the percentage change, not the multiplier. e.g. pass in p = 5 for 5% */
improvePopulationEstimateByPercentage(p: number, skillMult = 1): void {
p = clampNumber((p * skillMult) / 100);
const diff = Math.abs(this.popEst - this.pop);
// Change would overshoot actual population -> make estimate accurate
if (diff <= p * this.popEst) this.popEst = this.pop;
// Otherwise make estimate closer by n
else if (this.popEst < this.pop) this.popEst = clampNumber(this.popEst * (1 + p), 1);
else this.popEst = clampNumber(this.popEst * (1 - p));
}
/**
* @param params.estChange - Number to change the estimate by
* @param params.estOffset - Offset percentage to apply to estimate */
changePopulationByCount(n: number, params = { estChange: 0, estOffset: 0 }): void {
n = clampInteger(n);
this.pop = clampInteger(this.pop + n, 0);
if (params.estChange && !isNaN(params.estChange)) {
this.popEst += params.estChange;
}
if (params.estOffset) {
this.popEst = addOffset(this.popEst, params.estOffset);
}
this.popEst = clampInteger(this.popEst, 0);
}
/**
* @param {number} p - the percentage change, not the multiplier. e.g. pass in p = 5 for 5%
* @param {boolean} params.changeEstEqually - Whether to change the population estimate by an equal amount
* @param {boolean} params.nonZero - Whether to ensure that population always changes by at least 1 */
changePopulationByPercentage(p: number, params = { nonZero: false, changeEstEqually: false }): number {
let change = clampInteger(this.pop * (p / 100));
if (params.nonZero && change === 0) change = p > 0 ? 1 : -1;
this.pop = clampInteger(this.pop + change, 0);
if (params.changeEstEqually) this.popEst = clampInteger(this.popEst + change, 0);
return change;
}
changeChaosByCount(n: number): void {
this.chaos = clampNumber(this.chaos + n, 0);
}
/** Serialize the current object to a JSON save state. */
toJSON(): IReviverValue {
return Generic_toJSON("City", this);
}
/** Initializes a City object from a JSON save state. */
static fromJSON(value: IReviverValue): City {
return Generic_fromJSON(City, value.data);
}
}
constructorsForReviver.City = City;